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Stary

+MODDER
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Everything posted by Stary

  1. 76.IAP-Blackbird, there are two possible solutions: 1) Try changing the flightengine.ini [GraphicsSettings] as per KB: [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=16384 MaxIndexCount=32768 MaxTextureCount=16384 MaxModelType=2048 MaxMeshPerScene=2048 MaxModelPerScene=4096 MaxLightPerScene=1024 AspectRatio=1.333333 MinPixelSize=1.0 and if you've already did this with no luck, open your Israel 2_data.ini and reduce these values: RenderMeshVertexCount=8192 //4096 RenderMeshIndexCount=12288 //6144 SolidObjectVertexCount=8192 //4096 SolidObjectIndexCount=12288 //6144 AlphaObjectVertexCount=4096 //2048 AlphaObjectIndexCount=6144 //3072 to their original lower values listed after "//" @gerwin: Set your anisotropic filtering to higher level, seems to be mipmapping bug, or please post here a screenshot of such anomaly so I can verify the cause
  2. CA-Stary tree mod

    We can't have more detailed buildings, only simple boxes, Terrain Editor limit I wish I could use simple meshes for them, but
  3. Two notes: Gepards Israel 2 comes with alternative "smooth" HFD heightmap. I strongly recommend using it with this mod. Also there's second version of the Israel 2 data.ini with tile height map set to zero -this eliminates the objects dissapearing in ground, but reduces dunes in desert and some other features given by using high numbers for tile specific heightmaps.
  4. I wanted to give them such effect, thanks! Have you copied the desert1.tod and desert2.tod files from the desert folder? These are different than the Israel2 versions, have no objects on them (apart that short grass).
  5. CA-Stary tree mod

    Uploaded, awaiting approval, I hope I didn't mess anything with files during packing Read the readme for additional info
  6. CA-Stary tree mod

    Kukulino go and fix your tooth, so you can relax in the evening flying over Israel
  7. CA-Stary tree mod

    Meeedicccc!
  8. Projekty

    Signum, masz u mnie plusa za podejście :yes: PM poszedł
  9. Wrench, thanks for info, it's just few days since I came back, hadn't time to test all the little benefits from patching. I'll have to look into the new ini files after updates. I know the seasoned terrain was a feature introduced in FE or it's expansion, I don't know how exactly this works. But it'll take a week or so, don't want to release version I'm not fully satisfied with. Other note, I think I may be able to add specular reflection on the winter terrain to look more like it should, like in Jane's WW2 Fighters. That one had nice soft specular on snow IIRC. Tested with trees in the past, works, looks weird
  10. CA-Stary tree mod

    No screenshots! I'm busy writing readme.txt for it ok, here are some: Note the first two were taken with forced mipmapping of trees/shrubbery causing little blocky look in the distance, but less shimerring, the 3 & 4 are without mipmaps; detailmesh viewdistance is set at 8 I think. I hope, tomorrow I'll upload whole pack, redoing city buildings textures and writing readme now. Trees are correct in size I think
  11. Yes, it's now running in unpatched WOE install, I think the final will be for both old and updated versions (two sepatare inis) @FC: got it!
  12. New, corrected, smaller versions with new higher resolution graphics
  13. Surely :yes: go with it, I'll still work on mine
  14. Strange that Bananimal still reports rendering problems, even using some of the fixes posted, I always thought Nvidia is the way to go regarding TW sims. @Bananimal: Picture showing both close trees and far in the back could help us greatly
  15. Something like this? Light/early winter, higher tile resolution. Not a perfect repaint, but has the cold feel in it. With new trees and combined with snow mod, could do the trick.
  16. I'm affraid this is the only method of turning off the white borders known to me as for now. Everytime you fix something, other ugly thing happens. FC, I prefer the soften edged trees like with the default parameters too, but the topic is about way to eliminate the white border around trees. I have tested various combinations of BlendOp= together with rendering flags but no luck so far... Maybe new .fx shader applied to AlphaObjectTextureMaterial could help? nice F-5F BTW.
  17. It's normal 32-bit .tga, created in Photoshop 5. Strange, as using the BlendOp=BLEND_DST_ALPHA eliminates the borders in my case, maybe try it with older, nonedited version to see if it works? I'll do test myself here. I have 8800GT and everything works fine, here's a screensht taken with above settings in patched SFG: Blocky effect in the background created by using mipmaps, here's my settings from the shown israel2 data.ini: [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.00000 DiffuseColor=1.000000,1.000000,1.000000,1.00000 ZBufferOffset=2 BlendOp=BLEND_DST_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[01].FilterEnabled= should be set to true btw. EDIT: Bananimal, do you happen to have your trees graphics painted on white background? That can give such effect using mipmapped textures.
  18. None that I noticed, but you shauld have following setions set to true: DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE Edit: of course the above apply to [AlphaObjectTextureMaterial] section. @Bananimal: Good news you work on those, I set those to ridiculous heights that time. All my threemods up to Cuba terrain have to big trees. Matter of visuals vs. objects numbers; the time I was working of those I had old computer.
  19. In your terrain _DATA.INI find [AlphaObjectTextureMaterial] and replace BlendOp=BLEND_SRC_ALPHA to BlendOp=BLEND_DST_ALPHA this eliminates the border
  20. Projekty

    No az12121, zajefajny efekt nuka! Wypuścisz packa? Pleeeaseeee Interesujący projekt panowie, ciekawy jestem co z tego wyjdzie trzymam kciuki, prawdopodobnie będę majstrował efekt dopalaczy jak ustaliłem z Signum ale kokpit... heh może ten z F-111 albo z Herca (repaint of course), ktoś wie jak "toto" wygląda?
  21. How's the tile number, may I ask? standard, around 60-70? Or bigger? Hedgerows are easy to plant, you know
  22. Useless Factoid of the day

    the spa-town I live in (Krynica-Zdroj) was first recorded in XVI century
  23. Obsessions

    Currently: Dead Space! -I re-discovered survival horrors thanks to this title Far Cry 2 -always liked the open, sandbox environments, bad thing it's a little too repeative and no civilains? But great atmospheric surrounding Crysis: Warhead -same as before, but more intense, and Psycho is memorable character
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